Blood Hunter
Base Class: Blood Hunter

The Order of the Stitchers is a unique Blood Hunter subclass focused on creating and modifying undead minions through forbidden blood rituals and dark sciences. Blood Hunters of this order use their own vitality and skill with necromantic techniques to craft an undead servant that they can upgrade with powerful augmentations, transforming it into a formidable companion.

Stitched Servant

At 3rd level, your mastery of macabre experimentation allows you to create a Stitched Servant to aid you in battle. Using a dark ritual that requires one hour and access to appropriate materials (such as bones, flesh, or scrap metal), you imbue a creature with unholy life. Choose one of the following forms for your Stitched Servant:

  • Golem 
  • Banshee 
  • Ghoul 

Your servant is friendly to you and your companions, obeys your commands, and acts on its own initiative during combat. The servant uses your proficiency bonus for attack rolls, saving throws, and any abilities that require a saving throw. They are also immune to the charmed and frightened conditions. If your servant is destroyed, you can rebuild it by performing the ritual again. You may only have one Stitched Servant at a time.

Ghoul

Attribute Value
Hit Points 4 + four times your Blood Hunter level
AC 13 + your proficiency bonus
Speed 35 feet
Attack Claws (Melee Weapon Attack: +PB to hit, reach 5 ft., one target. Hit: 2d6 + PB necrotic damage, and the target must succeed on a Strength saving throw (DC = 8 + PB + Hemocraft modifier) or be knocked prone.)
Melee Feature Frenzy: The Ghoul can make one additional claw attack as a bonus action when it takes the Attack action.

Banshee

Attribute Value
Hit Points 4 + four times your Blood Hunter level
AC 12 + your proficiency bonus
Speed 30 feet, fly 30 feet (hover)
Attack Spectral Scream (Ranged Spell Attack: +PB to hit, range 60 ft., one target. Hit: 1d10 + PB psychic damage)
Utility Feature Ethereal Glide: The Banshee can move through creatures and objects. If the banshee ends it's turn inside the space of another creature or object, it is moved back 5 ft and takes 1d6 force damage.
Special Ability Wail (Recharge 5–6): Each creature of your choice within 15 feet must make a Wisdom saving throw (DC = 8 + PB + Hemocraft modifier) or be frightened for 1 minute. Creatures can repeat the saving throw at the end of their turns.

 

Golem

Attribute Value
Hit Points 5 + five times your Blood Hunter level
AC 14 + your proficiency bonus
Speed 30 feet
Attack Slam (Melee Weapon Attack: +PB to hit, reach 5 ft., one target. Hit: 1d10 + PB force damage and the target must succeed on a Strength Saving throw against your Hemocraft DC or get pushed 5ft.)
Defensive Feature Bodyguard: As a reaction, when a creature within 10 ft of the Golem attacks, the Golem can impose disadvantage on the attack roll.

Dark Augmentation

Also at 3rd level, you learn to strengthen your Stitched Servant using augmentation rituals. After a long rest, you may choose one of the following augmentations to apply to your servant. You can only have one augmentation from this list active per long rest.

  • Bone Reinforcement: Your Stitched Servant gains a +2 bonus to AC.
  • Razor Claws: Your Stitched Servant’s damage increases by an additional damage die.
  • Quickened Limbs: Your Stitched Servant’s movement speed increases by 10 feet.

You may change which augmentation your Stitched Servant has after each long rest, giving your Stitched Servant flexibility based on your needs.

Blood Bonded

At 7th level, your connection to your undead companion increases. Your Stitched Servant becomes resistant to necrotic damage. Also, based on the type of Stitched Servant you have created, it gains an additional benefit:

Golem ( Undead Fortitude ) - As a bonus action; this creature enters into a rage making it resistant to nonmagical bludgeoning, piercing and slashing damage. This effect lasts for one minute and can be used proficiency bonus times per day. It recharges after a long rest.

Banshee ( Ethereal Gaze ) - As a reaction, after an enemy attacks you or another player, the Banshee can make that enemy take a charisma saving throw against your Hemocraft save DC. If they fail, the creature is charmed for one minute. At the end of each of their turns, they can repeat the saving throw. This ability can be used proficiency bonus times per day and recharges after a long rest.

Ghoul (Abhorrent Strikes) - As a bonus action, while you have an active Crimson Rite, the ghoul can add damage of the same type as the Crimson Rite to it's melee attacks equal to your Hemocraft Modifier. This ability lasts for one minute and can be used proficiency bonus times per day. This ability recharges after a long rest.

Brand of the Unbroken Thread

Upon reaching 11th level, your Brand of Castigation weaves dark threads through your enemy's flesh. A creature branded by you receives additional necrotic damage equal to one roll of your hemocraft die whenever they are damaged by you or your stitched servant. Both you and your Stitched Servant gain hit points equal to the necrotic damage. The enemy also has disadvantage on saving throws against your Blood Curses.

Stitcher's Mastery

At 15th level, your mastery over blood magic and necromantic practices allows you to further modify your servant, giving it terrifying powers:

Golem ( Reinforced Skeleton ) - Once per long rest, your Stitched Servant increases their AC +2 for one minute and as a bonus action can give themself temporary HP equal to your Blood Hunter level . This ability recharges on a long rest.

Banshee ( Piercing Shriek ) - Once per long rest, your Stitched Servant can use a bonus action to reduce an attack, ability, or saving throw by an amount equal to one roll of your Hemocraft die. This ability recharges on a long rest.

Ghoul ( Voracious Hunger ) - Once per long rest, if your stitched servant reduces a creature to 0 hp, they can move up to half their speed and make an additional attack. This ability recharges on a long rest.

You also gain the Blood Curse of the Iron Maiden at 15th level. This does not count against the number of known Blood Curses.

Blood Curse of the Iron Maiden:

Thorn tipped thread winds around the targets body. The target makes a Wisdom saving throw against your Hemocraft DC and if they fail they take 4d6 damage and become paralyzed. On a successful save, the creature takes half damage and is not paralyzed.

Amplified:

Your Stitched Servants gain advantage on attack rolls against the target of the curse if they fail their Charisma saving throw. 

Unified Nightmare

At 18th level; you can use a bonus action to transform your Stitched Servant into a Unified Nightmare for one minute. You can only do this once per long rest. This ability recharges after a long rest. The Unified Nightmare gains the following effects:

Size: The creature becomes Large ( the creature becomes huge if it was a Golem ).

HP: The creature keeps the same HP but gains temporary hit points equal to your Blood Hunter time two.

Augmented Strength: It's damage die increases by two additional damage die.

Attacks: The Unified Nightmare can make an additional attack on each of it's turns.

Immunities: Necrotic, Charmed, Fear

Fused Ability:

Golem - The Unified Nightmare can make a 20 ft cone breath attack once per long rest. Creatures must make a dexterity saving throw against your Hemocraft DC. On a failed save, the creatures take 6d10 necrotic damage and are frightened for one minute. On a successful save, the creatures take half damage and are not frightened.

Banshee - The Unified Nightmare emanates a 30ft aura. Allies within that aura gain advantage on saving throws and ability checks, as well as resistance to necrotic damage.

Ghoul - Once per long rest, the Unified Nightmare enters into a Blood Frenzy for one minute. While in a Blood Frenzy, the Unified Nightmare adds 2d8 necrotic damage to each successful attack.

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